Character Classes
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Character classes are a way to define the training, skills, and abilities of a character. Characters begin play at first level in their chosen class and this selection is permanent for the life of the character. While it is certainly possible for a fighter to learn magic, or a magician to train in sword play, neither will excel as much as the other simply due to the years of training that they each had in their chosen profession before starting their adventuring careers. There are three class groupings, those being Fighters, Magic-Users, and Rogues. These groupings define the general nature of the classes within; fighters focus heavily on armed combat, magic-users on magic, and rogues on various types of influence and subterfuge; however, each of the individual classes are unique within the grouping.
Each class has several features that make it unique from the other classes.
- Each class gains one or more class abilities. Class abilities cannot be learned by any other class.
- Each class has four class skills that characters start with five ranks in.
- Each class has a selection of starting skill proficiencies. Starting proficiencies are a mix of weapon training, armor training and skill training.
- Each class has an "F" attribute - such as Ferocity, Focus, Form, among others, which will start at 1 and increase for each additional five ranks in a specific skill. This should be recorded at the top right of the character sheet.
Fighters
Fighters are characters who have trained for years in the use of weapons and hand-to-hand combat. They can come from any number of backgrounds, from formal fighting schools, private instructors, or even knightly orders. They can be heavy weapon specialists coated in armor, or duelists who favor light weapons and footwork to deal with their foes. The one commonality of fighters is that they have specialized in a combat style and excel on the field of battle more than any other.
Advanced combat style
All fighters start with a combat style, which represents their formal training in martial combat. To represent this, fighters start with five bonus combat actions, in addition to each one gained for ranks in combat. This means a fighter gains five combat actions for their class skill ranks plus five additional ones.
Armsman
Armsman are fighters that fill the ranks of the city guard, or act as soldiers in armies, or as hired muscle in gangs and mercenary companies. Armsman make up the bulk of the fighter class - they don't represent a niche interest, instead their focus is on honing their skills, their blades, and their tactical knowledge.
Class Details
Ability Score Requirements: Strength, Dexterity and Constitution 12+
Class Skill: Combat +5 (Three weapon proficiencies of choice, armor use, shield use), Athletics +5, and Conditioning +5 (resilience), General Knowledge +5 (Military Tactics), plus six skill ranks to be placed in six different skills, not including the four class skills, and three additional proficiencies in any skill with at least one rank.
Class abilities: Advanced Combat Style, Focus, Combat Readiness, Exploit Opening, Fearless, Equipment Care, Intense Training, Battle Master
Focus
Armsmen have a Focus score equal to 1 per 5 ranks in Combat.
An Armsman's Focus represents their constant training with their weapons and their mind. It isn't enough to outflank your foe, you must out train them, outsmart them, and have the best equipment available with the knowledge to use it flawlessly.
Combat Readiness
Armsmen are rarely caught unprepared. If the Armsman is not surprised, they gain +Focus to initiative.
Additionally, if an Armsman is surprised but has a weapon or shield ready they gain a reaction in the surprise round to parry.
Exploit Opening
Once per round when an enemy misses the Armsman, they may use a Reaction to attack that enemy and add their +Focus to the attack. 
Fearless
Armsman train to deal with danger, and those that have faced danger know that unmanaged fear can rout armies and leave warriors cowering. Armsman are not actually fearless - they simply train to recognize fear for what it is and discipline their minds to ignore it. Armsman add their Focus to defend against natural and magical fear.
Equipment Care
All equipment an Armsman has owned for at least one week gains a bonus to its breakage score equal to the Armsman’s Focus, but never more than double its base breakage score.
Example: An Armsman with a Focus of 2 and a steel knife with a breakage score of 2 could increase the knife to a breakage score of 4 after one week of care. If they increased their Focus to 3, the knife could not increase further as it is already double its base score. 
Intense Training
Armsman know that the secret to survival is training, training, and training. When an Armsman is Exhausted and loses HP from fatigue, the damage is applied to the left side of the HP track instead of the right. This damage heals normally.
Tactical Awareness
Armsmen learn to read the battlefield. Once per round, if the Armsman did not move on their turn, they may designate one opponent. The Armsman gains +Focus to defense against that opponent until the start of their next turn.
Weapon Mastery
When selecting the Weapon Specialization combat maneuver, the Armsman gains both +1 to hit and +1 to damage with the chosen weapon. 
Berserker
Berserkers come from diverse backgrounds, all focused on the more savage aspects of mortal combat. They are primarily known for their ability to drive themselves into a frenzied rage, gaining incredibly strength and the ability to decimate their foes, albeit with the risk of turning that very rage upon their allies.
Class Details
Ability Score Requirements: Strength or Dexterity 14+, Constitution 14+
Class Skill: Combat +5 (Three weapon proficiencies of choice, armor use, shield use), Athletics +5, and Conditioning +5 (resilience), Discipline +5 (frenzy, pain tolerant), plus six skill ranks to be placed in six different skills, not including the four class skills, and two additional proficiencies in any skill with at least one rank.
Class abilities: Advanced Combat Style, Frenzy, Involuntary Frenzy, Berserker's Speed, Blood Scent, Feel No Pain, Revelry, Unbridled Assault, War Cry
Frenzy
Berserkers have a Frenzy score equal to 1 per 5 ranks in Discipline.
A Berserker’s Frenzy gives them the ability to enter an altered state of wild behavior or rage. Entering such a state can involve a variety of actions such as yelling, beating one’s chest, growling, stomping one’s feet, etc. Entering a frenzy requires an action and a successful DL15 discipline check. If there is a provoking action, the Gamemaster may award a bonus edge on this roll, and if the Berserker just took damage, they gain +2 Edge to the check. When a character enters a frenzy, they are only able to take melee attacks (no ranged attacks other than throwing a hand-held weapon, no spell casting, or other adept powers). A character will focus their attacks on the initial provoking target exclusively, adding their Frenzy score to their Attack Bonus and damage range. A character must continue attacking or moving towards another opponent in close range. If no enemies remain, a Berserker must make a DL10 perception check; failure results in them attacking the nearest ally. On a success, they can attempt to come out of the frenzy with another DL15 discipline check. Failure to come out of the frenzy results in them attacking nearby objects, breaking/destroying whatever they see until they are successful. If an ally tries to intervene, they must make a DL10 discipline check, or they will attack that ally on their next action. Each round of frenzy costs one Power. Characters cannot enter a frenzy if they are fatigued or exhausted and will immediately come out of the frenzy if they become so. At least one hour must pass between bouts of frenzy.
Involuntary frenzy
Once a character has frenzied for the first time, they need to keep a tally on their sheet for each use of the skill. As time progresses, once per triggering event when faced with provocation, they will have to make a discipline check to maintain their composure, or they will go into an involuntary state of frenzy and attack the provoker. The discipline DL is their frenzy tally. The frenzy tally can be reduced by a night of carousing.
Berserker’s Speed
Berserker charge fearlessly into combat with little concern for their own well-being. Berserker’s gain +F to their combat speed.
Blood Scent
Berserkers can smell blood in the air. If there are wounded creatures or spilled blood within 100' of the Berserker, they immediately gain a Perception check at +F to detect it without declaring an action. The DL is 10+1 per hour old the blood is (DL10 for fresh or bleeding wounds). Success provides the direction of the blood. High winds or inclement weather would incur negative Edge to the check.
Feel No Pain
Berserkers relish trading blows with their enemies and build up a great deal of pain tolerance over time. Berserker’s gain bonus Health Points equal to their Frenzy score.
Revelry
A Berserker can spend an evening at a bar, tavern, party, or similar event that provides copious amounts of alcohol and camaraderie. The event must last at least four hours, after which the drunken Berserker can reduce their frenzy tally by 1.
Unbridled Assault
While in Frenzy, if the berserker makes a second successful attack against the same opponent they add their Frenzy score to the damage.
War Cry
As a combined action that costs one power, the berserker lets out a terrifying roar. Make an Influence (Intimidate) check at +F Edge against all opponents within medium range (50'); the DL is the creature's Charisma plus fear resistance. Any creature affected must make a morale check at the start of their next turn.
Captain
Captains are veteran soldiers, caravan leaders, expedition organizers, and battlefield officers. Where other warriors focus on their own skill at arms, captains focus on discipline, coordination, and the effectiveness of those around them. A good captain can turn frightened militia into a fighting force, hold a line against overwhelming odds, or guide a company safely through hostile lands.
Captains are found in armies, mercenary companies, city watches, naval crews, caravans, and adventuring bands. Even outside battle, they instinctively organize camps, establish watches, and anticipate danger.
A captain’s greatest weapon is not their sword, but the order they bring to chaos.
Class Details
Ability Score Requirements: Strength or Dexterity 14+, Charisma 14+
Class Skills and Proficiencies:
Combat +5 (three weapon proficiencies of choice, armor use, shield use), Athletics +5, Conditioning +5 (resilience), Influence +5 (leadership), plus six skill ranks to be placed in six different skills, not including the four class skills, and three additional proficiencies in any skill with at least one rank.
Class Abilities:
Formation, Advanced Combat Style, Battlefield Assessment, Command Presence, Direct Action, Hold the Line, Rally, Retinue
Formation
Captains have a Formation score equal to 1 per 5 ranks in Influence.
Formation represents the captain’s ability to keep allies organized, disciplined, and responsive in chaotic situations.
Many of the captain’s abilities use Formation.
Battlefield Assessment
Captains read danger quickly.
Combined Action
The captain studies the battlefield.
For the remainder of the encounter:
- The captain gains +F to Perception checks related to threats or positioning
- Allies within medium range gain +1 initiative
In addition, once during the encounter the captain may negate surprise for one ally within medium range.
Commanding Presence
Captains project authority even outside combat.
Add Formation to Influence checks when:
- commanding soldiers or guards
- organizing civilians under pressure
- negotiating with military leaders
- establishing watches or defensive positions
When a captain organizes a watch or camp, the party gains Formation to perception checks to detect approaching threats during rest.
Direct Action
Action
The captain directs an ally within Close range.
The ally gains +F to a single attack, defense, or skill check made before the start of the captain’s next turn.
Hold the Line
As an Action the captain directs all continuously adjacent allies to "Hold the Line". For the next F rounds while remaining adjacent they each gain +F to their defense bonus. 
Rally
Action Cost: 1 Power
The captain rallies an ally within Medium range who is conscious but reduced to 0 or fewer HP.
The ally immediately gains temporary HP equal to Formation and may stand up as a Reaction.
The temporary HP last 1 round per Formation.
A character may only benefit from Rally once per encounter.
Retinue
Captains naturally attract followers and loyal subordinates. When determining how many followers they may recruit or command, the captain adds their Formation to their Leadership score. This represents veteran soldiers, aides, scouts, and retainers who trust the captain’s leadership.
Cavalier
Cavaliers are warriors known for their gallantry, courteousness, and sometimes foppishness. Cavaliers most often dedicate their service to a greater cause, or act in service to a liege lord. They practice their social graces as much as their swordsmanship and seek to grow their fame however possible – even if it means delving into dungeons in order to have the best stories at the party.
Class Details
Ability Score Requirements: Strength or Dexterity 14+, Charisma 14+
Class Skill: Combat +5 (Three weapon proficiencies of choice, armor use, shield use), Athletics +5, and Conditioning +5 (resilience), Influence (Diplomacy) +5, plus six skill ranks to be placed in six different skills, not including the four class skills, and three additional proficiencies in any skill with at least one rank.
Class abilities: Advanced Combat Style, Challenge, Fame, Reputation, Retainer, Weapon Master
Fame
As Cavaliers grow in power, so does their Fame. A cavalier has Fame equal to 1 per 5 ranks in Influence.
Challenge
A Cavalier may challenge foes a number of times per day equal to their Fame score. Challenging a foe takes an action and requires the Cavalier to boldly and loudly alert their target that they is being challenged. The target must be within earshot and able to clearly see the Cavalier. The Cavalier rolls an Influence check (Diplomacy) against the target. If successful, the target is at -F to attack anyone else other than the Cavalier. Either way, until the target is defeated, or combat is over, the cavalier must direct their attention on the challenged foe. While a challenge is in effect, the cavalier adds their Fame to their attacks and damage against their target but loses the same value against all other combatants until their target is defeated or has fled the field of battle. An enemy is defeated when they is downed, has surrendered, or managed to flee.
Reputation
A Cavalier can invoke their reputation when attempting any kind of Influence check. Using their Fame score as a daily pool, they can spend Fame to gain +1 Edge per point spent. Fame points replenish daily, and any number can be used on a single check. This does not reduce their Fame for the purpose of other abilities such as Challenge.
Retainer
At 3rd level a Cavalier can recruit a loyal retainer who acts as the Cavalier’s squire or valet. A retainer starts as someone enamored or impressed with the Cavalier’s fame and achievements. The retainer begins play as a 1st level Laymen, with their one class skill selected from Combat, Conditioning, Handle Animal, Perception, Perform, or Survival. A Retainer will perform basic service duties for the Cavalier, such as tending their mount, assisting with the camp, carrying loads, or acting as a torchbearer. A Retainer with combat skills will aid the Cavalier in combat, and will follow orders, but in any dangerous situation they must make morale checks. Retainers will not take unreasonable risks, and Cavaliers are honor-bound to keep their Retainers as safe as possible. If a Retainer is slain, it is the Cavalier’s duty to send a Wergild to the Retainer’s next of kin equal to 100 silver per level. Retainers do level up automatically but remain at half the Cavalier's level (rounded up) and expect a quarter-share of loot, along with sufficient room and board. While Retainers will follow orders as long as they remain happy, it is up to the Gamemaster to play them.
Weapon Master
Cavaliers select a single weapon (not a weapon group) that they excel at using. When attacking with a mastered weapon the fighter adds their Fame to the attack. For example, if a character has proficiency in long blades, they could take weapon specialization in a specific long blade, such as a scimitar.
Lancer
Lancers are highly trained mounted soldiers. Most Lancers are apprenticed at an early age, serving as a squire to either a knight of the realm, a mercenary lancer in a company, or a freelancer. They learn how to care for their mounts, how to fight on and off their mounts, and most distinctly they are taught codes of behavior. Lancers, whether or not they serve a lord, are known for being honorable and effective combatants on the field of battle and trustworthy allies.
Class Details
Ability Score Requirements: Strength or Dexterity 14+ and Charisma or Wisdom 14+
Class Skill: Combat +5 (Three weapon proficiencies of choice, armor use, shield use), Athletics +5, and Conditioning +5 (resilience), Handle Animal +5, plus six skill ranks to be placed in six different skills, not including the four class skills, and four additional proficiencies in any skill with at least one rank.
Class Abilities: Advanced Combat Style, Form, Loyal Steed, Lancer's Call, Mounted Combat Master, Mounted Reflexes, Shield Specialist.
Lancers must select Ride as one of their Handle Animal Proficiencies, along with Mounted Combat as part of their Combat Style. 
Form
Lancers have a Form score of 1 per 5 ranks in Handle Animal. This represents their body positioning when mounted and how effective they communicate with their steed.
Loyal Steed
Lancers are known for their bond with their mounts and constantly train and groom them. A trained mount in the service of the character for at least a week gains the character’s Form score to its Attack Bonus, Defense Bonus, and Health Points. The mount only has these bonuses while in the service of the Lancer, and a Lancer can only have one Loyal Steed at a time. Additionally, a Lancer always adds their Form bonus to Animal Handling checks for their steed.
Lancer's Call
A Lancer can call their mount with a unique whistling call. As long as the mount isn't restrained and is within earshot it will immediately respond to the call and walk, trot, or run to the Lancer depending on the urgency indicated. 
Mounted Combat Master
Lancers selects a single weapon (not a weapon group) that they excel at using in mounted combat. When attacking with a mastered weapon the fighter adds their Form to the damage. For example, if a character has proficiency in long blades, they could take weapon specialization in a specific long blade, such as a scimitar. With each new point of Form, a character can select an additional weapon that they can master; they must have proficiency in the weapon group to select the weapon.
Mounted Reflexes
Lancers add their Form score to Initiative checks while mounted.
Shield Specialist
When using a Reaction to parry with their shield, mounted or not, a Lancer adds their Form to their Parry Bonus. 
Ranger
Rangers are outdoorsmen, trackers, skirmishers, and sometimes bounty hunters. They prefer the wild and the freedom it provides. Sometimes rangers serve as guides, others may be protectors of the land, but whatever their motivations they are known for being as deadly as nature itself. 
Class Details
Ability Score Requirements: Strength or Dexterity 14+ and Wisdom 14+
Class Skills: Combat +5 (Three weapon proficiencies of choice, armor use, shield use), Athletics +5, and Conditioning +5 (resilience), Survival +5, plus six skill ranks to be placed in six different skills, not including the four class skills, and four additional proficiencies in any skill with at least one rank.
Class Abilities: Advanced Combat Style, Freedom, Animal Companion, Hunter's Awareness, Predator's Strike, Quarry, Relentless Pursuit, Wilderness Travel
Freedom
A Ranger has a Freedom score equal to 1 per 5 ranks Survival.
Animal Companion
Rangers know the Animal Friend ritual spell and begin play with an animal friend as per the spell. For casting the ritual purposes, Rangers use their Wisdom as a Prerequisite. Rangers can complete the ritual in 7 days instead of 30, and once complete the bonded animal gains the Ranger’s Freedom to their Attack Bonus, Defense Bonus, and Health Points.
Hunter’s Awareness
Rangers develop an instinct for danger. When traveling in the wilderness (Forest, Hills, Mountains, Plains), the ranger adds their Freedom to Perception checks.
If the ranger detects an ambush and wins initiative, they may warn their companions, granting them one reaction in the surprise round.
Predator’s Strike
When attacking a creature that is unaware of the ranger or being actively hunted, the ranger gains +F damage on the first successful attack.
Quarry
As an action a ranger can designate a creature they have observed or tracked as their quarry. Against their quarry the ranger gains:
• +F to tracking checks
• +F to perception checks to locate them
• +F to attack rolls
The quarry remains designated until it dies, the ranger abandons pursuit, or 24 hours pass without spotting or tracking it. Only one quarry may be designated at a time.
Abandoning Pursuit
A ranger may abandon their pursuit at will.
Relentless Pursuit
A ranger rarely loses a trail. When tracking a quarry, the ranger may retry a failed tracking check once per hour. Additionally, the ranger can follow trails that are up to F days old as if they were fresh.
Wilderness Travel
Rangers move through wilderness efficiently. In natural terrain (Forest, Hills, Mountains, Plains) the ranger increase their travel fatigue interval by 1 hour. (For example, Hiking generates fatigue every two hours, but for a ranger this increases to three hours).
Additionally, a ranger may guide up to F companions through the wilderness granting them the same travel bonus.
Magic-Users
Magic-users are united by their reliance on supernatural power, but the paths they follow vary widely. While all classes can learn magic, only pure magic-users wield High Magic, the most powerful magic available to mortals.
Alchemist
Alchemists are scholars of substances, transformation, and hidden properties within the natural world. Through study, experimentation, and careful preparation, they learn how to combine herbs, minerals, essences, and magical reagents into powerful elixirs and potions.
Unlike Magicians, who perfect bending magical forces directly, Alchemists harness magic indirectly through precise mixtures and reactions. A properly prepared potion can heal wounds, enhance the body, reveal hidden truths, or grant supernatural abilities for a short time. These effects are not spontaneous magic, but the result of careful formulae refined over years of experimentation.
Many Alchemists work in guild laboratories, supplying potions to adventurers, healers, or nobles. Others wander the world seeking rare ingredients or forgotten recipes hidden in ancient texts. Their satchels often contain vials, powders, herbs, and strange components gathered from distant lands.
While anyone with training can follow a recipe and attempt to brew a potion, Alchemists understand the deeper principles behind alchemical reactions. Their mastery allows them to refine recipes, improve brewing success, and create superior potions.
Class Details
Ability Score Requirements:
Dexterity 12+ and Intelligence 12+
Class Skills and Proficiencies:
Crafting +5 (alchemy), Linguistics +5 (read runes, translation), Spellcraft +5, Survival +5 (foraging), plus six skill ranks to be placed in six different skills, not including the four class skills, and six additional proficiencies in any skill with at least one rank.
Class Abilities:
Formulas, Alchemical Recipes, Potion Brewing, Material Savant, Alchemical Appraisal
Formula
Alchemists possess a deep understanding of alchemical structure and reaction. Their mastery allows them to refine potions beyond the limits of ordinary brewing.
Alchemists have Formula equal to 1 per 5 ranks in Crafting (Alchemy).
Formula represents the Alchemist’s ability to manipulate and refine alchemical reactions.
When brewing a potion that the Alchemist has mastered, they may apply one Formula modification per point of Formula to the brewing process.
These modifications allow the Alchemist to improve the potion’s potency, stability, or other properties.
Formula is not a resource and is never spent.
These are applied during brewing.
Formula Modifications
When brewing a potion the Alchemist has mastered, they may apply one Formula modification per point of Formulas.
Each modification may only be applied once per potion, unless otherwise noted.
Potency
Increase the effectiveness of a potion.
The exact benefit depends on the potion’s primary effect.
Examples:
• Healing potions restore +F HP
• Duration-based potions last +F minutes (or +F rounds if shorter effects)
• Damage potions deal +F damage
• Bonus-granting potions grant +F to the bonus
The Gamemaster may adjust the scaling for unusual potion effects.
Design note:
Potency is the most common Formula use, but its scaling is intentionally modest so it doesn't overshadow spellcasting.
Stability
Alchemists can refine mixtures to prevent volatile reactions.
Gain +F Edge on the brewing check for the potion.
This Formula is particularly useful when brewing:
• rare recipes
• combined potions
• high difficulty potions
Preservation
Alchemists can stabilize mixtures to prevent magical decay.
A potion normally lasts 30 days.
Preservation increases the potion’s shelf life by +F months.
Example:
F = 3 → potion lasts 4 months total
Efficiency
Alchemists can refine the reaction to use fewer ingredients.
Reduce the ingredient cost of the potion by F × 10% (maximum 50%).
This reduction applies only to common alchemical reagents, not rare ingredients specifically required by the recipe.
This prevents rare monster components from becoming trivial.
Dual Effect
The Alchemist can combine two mastered recipes into a single potion.
Requirements:
• both recipes must share the same base ingredient
• both recipes must be mastered
• the potions must have different primary effects
Examples:
• healing + stamina
• night vision + stealth
• resistance + speed
Brewing Difficulty:
• increase brewing difficulty by +1 step
The resulting potion produces both effects when consumed.
Alchemical Recipes
Potions are created from recipes, which describe the ingredients and process required to produce a specific alchemical effect.
Anyone with the Alchemy proficiency may attempt to brew a potion from a written recipe. However, brewing without mastery is difficult.
Brewing a potion normally incurs a –1 Edge penalty to the Crafting (Alchemy) check. Characters with the Alchemy proficiency negate this penalty.
When a character masters a recipe, they gain +1 Edge when brewing that potion.
Mastered Recipes
When a character with the Alchemy proficiency gains a rank in Crafting (Alchemy), they master a number of recipes equal to their Intelligence bonus.
These mastered recipes represent potions the character has practiced repeatedly and understands thoroughly.
A mastered recipe gains the following benefits:
- +1 Edge when brewing
- eligible for Formula modifications (Alchemist only)
Potion Brewing
Brewing potions requires an alchemy kit, the correct ingredients, and time to prepare the mixture.
Potions are normally brewed during downtime in a safe environment such as a workshop, laboratory, or camp.
The Gamemaster determines the time required and the difficulty of the brewing check depending on the complexity of the recipe.
If the brewing check succeeds, the potion is created. Failure may result in wasted materials or unstable mixtures at the GM’s discretion.
Potions are magical effects created through physical means and are typically consumed by drinking, applying, or otherwise activating the mixture.
Material Savant
Alchemists are skilled at identifying useful substances in the natural world.
When searching for herbs, minerals, or other alchemical ingredients, the Alchemist gains +Formula to Survival (Foraging) checks.
Additionally, the Alchemist can often recognize alchemical ingredients or reagents on sight.
Alchemical Appraisal
With a brief examination, an Alchemist can identify potions, reagents, and alchemical substances.
This usually requires only a moment of inspection and does not require a roll for common substances. Rare or unusual mixtures may require a Crafting (Alchemy) check at the Gamemaster’s discretion.
Alchemical Focus
Their alchemy kit serves as their primary tool of trade, containing glassware, mortars, distillation tubes, measuring instruments, and other specialized equipment.
Without their kit, brewing potions is extremely difficult.
Bonus Starting Equipment
Alchemists begin play with:
- an alchemy kit
- a satchel containing several empty vials
- a small collection of basic reagents
- a notebook of recipes they have mastered
Animist
Animists are practitioners who commune with the spirit world through trance, ritual, and altered states of consciousness. They believe the world is inhabited not only by living beings but also by spirits—of beasts, ancestors, places, storms, emotions, and forgotten things. Through rites and offerings, an Animist learns to bargain with these spirits and bind them into service.
Unlike Priests, Animists do not receive powers from the gods. Their strength comes from relationships with spirits that guide, protect, and sometimes inhabit them.
In many cultures Animists serve as healers, mediums, spirit-speakers, and guides for the dead. Others wander the world carrying fetishes, bones, masks, and charms that house the spirits they have bound. While some societies respect their knowledge of the unseen world, others regard them with suspicion or fear.
Animists are most powerful when working alongside their spirits, whose aid can grant insight, protection, or supernatural strength.
Class Details
Ability Score Requirements: Intelligence 12+ and Wisdom 12+
Class Skills and Proficiencies: Discipline +5 (meditation, trance), Occultism +5 (spirits, undead), Medicine +5 (prepare herbs), Spellcraft +5, Plus six skill ranks to be placed in six different skills not including the four class skills, and five additional proficiencies in any skill with at least one rank.
Class Abilities
Familiar Spirits, Bound Spirits, Spirit Sight, Prepare Herbs, Trance, Spirit Invocation
Familiar Spirits
Animists have a Familiar Spirits score equal to 1 per 5 ranks in Occultism.
Familiar Spirits represents the strength of the Animist’s connection to the spirit world and their ability to bind and command spirits.
Familiar Spirits determines:
- how many spirits the Animist may bind
- how many spirits may be active at one time
- the strength of certain spirit abilities
- the Animist’s ability to safely navigate the spirit world during trance
Familiar Spirits is not a resource and is never spent.
High Magic
Animists are practitioners of High Magic.
Unlike the more limited Low Magic (also known as Folk Magic), when Animists gain a rank in Spellcraft they do not learn a single spell but instead learn a list of related spells. As the Animist increases their Familiar Spirits score, they can cast equally higher-level spells from their list.
Animists gain access to these higher-level spells automatically; learning a list grants access to all spells on that list as their power grows.
Animists select their spells from any available spell lists, though players should consult with their GM before play to discuss potential availability restrictions.
An Animist begins play knowing a number of spell lists equal to their ranks in Spellcraft.
Casting Spells
The rules for casting spells are detailed in the Magic chapter.
Animists can cast any number of spells per day limited only by their current Magic. Each spell cast reduces their Magic by one, regardless of the level of the spell. If an Animist is at zero (or less Magic), they cannot cast any more spells until they rest.
Animists use ritual implements such as fetishes, bone charms, spirit masks, drums, or rattles as their spell focus rather than wands or holy symbols.
Casting Spells in Armor
Casting spells is impeded by wearing armor, as it restricts movement and interferes with drawing magical energy from the environment. A character's armor penalty reduces their spellcraft and spell attack rolls.
Casters may learn the Arcane Armor proficiency under Spellcraft to reduce this penalty by one 3.
Bound Spirits
Animists bind spirits into fetishes, charms, tattoos, masks, bones, or other ritual vessels.
An Animist may bind a number of spirits equal to their Familiar Spirits score.
Each spirit belongs to a category and grants:
a passive benefit
a supernatural ability that can be invoked
An Animist may have a number of bound spirits equal to their Familiar Spirits score.
Binding a new spirit requires a ritual performed during trance.
Spirit Sight
Animists are attuned to disturbances in the spirit world.
At close range an Animist can sense:
- the presence of spirits or hauntings
- creatures that are possessed or spiritually marked
- locations where powerful supernatural events have occurred
Spirit Sight does not reveal precise details, but it alerts the Animist that a spiritual presence or influence exists nearby.
Prepare Herbs
Animists prepare herbal mixtures used to aid trance and spirit contact.
These herbs may be brewed, burned as incense, smoked, chewed, or consumed as part of ritual practices. The exact form varies by culture and tradition.
If the Gamemaster determines that suitable herbs grow in the region, an Animist may spend 4 hours foraging and make a DL15 Foraging check to gather enough herbs for 2 uses +1 per 5 over.
Preparing the herbs requires 10 minutes and an alchemy kit.
Prepared herbs are used to:
- enter trance
- strengthen spirit contact
- protect the Animist’s body while their spirit travels
Trance
An Animist can use their prepared herbs to enter a trance. This involves an elaborate ritual leading up to the trance which might include creating a circle of protection around him, lighting candles, burning incense, singing, dancing, sweating, drumming, or removing all of their clothing or any combination of these actions. The Animist must make a Discipline check (trance) each minute of the ritual, and on a DL15 success their eyes back in their head, and they will slip into the spirit world. While in a trance, an Animist is completely unaware of their body, and they are extremely difficult to wake up. An Animist loses two Edge on any perception checks to awaken from their trance early. The length of a trance will vary by what the Animist is trying to accomplish.
Seek answers: The Animist enters the spirit world seeking an answer to a specific question. This journey involves travelling through the spirit world inquiring with spirits until either finding one who knows the answer or failing the quest. The Animist must make a Discipline check (trance), and the Gamemaster will set a DL appropriate for the difficulty of the question. If the Animist succeeds on their check, roll 1d20 and add the result to the original DL to determine the number of minutes the trance takes. If the Animist fails, the trance still takes the full duration and they return unsuccessful. In the event of a mishap, the Animist may get lost, attract the attention of an unwanted spirit or may even be attacked in the spirit world. No matter what, Seeking Answers costs 1 point of Fatigue and 1 Power.
| Spirit Trance Mishaps | |
|---|---|
| 1 | Lost in the Spirit World; suffer 2 Fatigue. Add 2d20 minutes to the Trance and roll again on this table. |
| 2-3 | Attacked! Animist is attacked by malicious spirits. Suffer 2 spirit damage. Roll again on this table. |
| 4-7 | Lost in the Spirit World; suffer 1 Fatigue. Add 1d20 minutes to the Trance and roll again on this table. |
| 8-10 | Attacked! Animist is attacked by malicious spirits. Suffer 1 spirit damage. Roll again on this table. |
| 11-14 | Attract unwanted spirit. An undesirable spirit is drawn to the Animist and follows them back. See Haunted. Add 1d20 minutes to the Trance and return to body. |
| 15-19 | Spirit strain. Suffer 1 Fatigue. Add 1d20 minutes to the Trance and return to body. |
| 20 | Add 1d20 minutes to the Trance and return to body. |
Remote Viewing: The Animist attempts to peer through the spirit world upon another location in the physical world. If successful, the Animist can view the location and see and hear as if through a hazy window. Roll a Discipline check comparing the Remote Viewing table for the DL. If successful the Animist's perspective will shift to the specific desired location, and they can move their perspective up to 25' per F from the original point. Each movement requires a separate Discipline check; failure results in losing the connection and returning to their body. While viewing, voices will be muffled, and the images distorted, but it is enough to make out major details. Failure results in the Animist not finding their way to the destination. Roll on the Spirit Trance Mishaps table if a mishap is rolled. Every 10 rounds the Animist must make another check to maintain the connection and costs 1 point of Fatigue and 1 Power.
| Remote Viewing Table | DL |
|---|---|
| Very Familiar with | 10 |
| Visited at least once before | 15 |
| Seen at a distance | 20 |
| Have not seen, but have a good description | 25 |
| Limited details | 30 |
Bind Guiding Spirit
The Animist forms a bond with a Guiding Spirit through a ritual of offering. As part of the trance ritual, the Animist performs a sacrificial offering to call a spirit to aid them. This involves burning sweet incense, herbs, wine, berries, certain foodstuffs or small items of value. The specifics of the offering may be abstracted, but the Animist should spend 50 silver crowns to procure the appropriate offering for the spirit that they seek. While in the trance, the Animist will make a DL15 Occultism / Trance check, and if successful they draw the desired spirit into service. Binding a Guiding Spirit costs 1 point of Fatigue and 1 Power.
Spirit Invocation
Animists can call upon their active spirits for aid.
As an action, the Animist may invoke one active spirit to use its supernatural ability. Each invocation costs 1 Power.
The exact effect depends on the spirit invoked. Some spirits provide protection, others grant knowledge or enhance the Animist’s abilities, and some may partially inhabit the Animist to lend their strength.
Spirit effects typically scale with the Animist’s Familiar Spirits score.
Familiar Spirit Categories
Most spirits belong to one of several common categories:
Messenger Spirits – scouts, dream messengers, and watchers.
Guardian Spirits – protectors that ward against harm, fear, and hostile spirits.
Hunter Spirits – aggressive spirits that aid in pursuit and combat.
Wisdom Spirits – spirits of knowledge, ancestors, and memory.
Vessel Spirits – spirits that partially inhabit the Animist, granting supernatural abilities.
Animists may discover and bind new spirits throughout their travels.
Example Familiar Spirits
Crow
Category: Messenger Spirit
Passive:
Gain +F to Perception checks to notice movement, travelers, or distant disturbances.
Invoke — Omen of the Crow:
For the next minute, the Animist can briefly glimpse events occurring within 100 feet per F through the eyes of nearby birds or small animals. Images are hazy and sound is faint but major details are visible.
Fox
Category: Messenger Spirit
Passive:
Gain +F to Deception and stealth-related skill checks.
Invoke — Trickster’s Whisper:
The Animist whispers through the spirit world to misdirect a creature within close range. The target suffers –F to its next skill or attack roll as doubt and distraction cloud its thoughts.
Owl
Category: Messenger Spirit
Passive:
Gain +F to checks involving perception in darkness or low light.
Invoke — Silent Watcher:
For 1 minute, the Animist gains supernatural night vision and can clearly see through dim light or darkness within 50 feet per F.
Hound
Category: Guardian Spirit
Passive:
Gain +F to saves against fear, possession, or spirit effects.
Invoke — Guardian’s Intercession:
When the Animist or an ally within 25 feet is attacked, the hound spirit intervenes. Grant +F Defense against that attack.
Bear
Category: Guardian Spirit
Passive:
Gain +F natural DR against the first source of damage taken each round.
Invoke — Bear’s Resolve:
For F rounds, the Animist gains +F to resist fatigue, poison, and pain effects.
Turtle
Category: Guardian Spirit
Passive:
Gain +F to resisting knockdown, forced movement, or grappling.
Invoke — Shell of the Spirit:
The Animist gains temporary HP equal to 5 + F for F minutes. These HP are lost first if the Animist is injured.
Wolf
Category: Hunter Spirit
Passive:
Gain +F to tracking checks.
Invoke — Mark the Quarry:
Designate a visible enemy. For F minutes, the Animist gains +F to attack rolls against that creature
Hawk
Category: Hunter Spirit
Passive:
Gain +F to ranged attacks.
Invoke — Diving Strike:
The Animist gains +F Edge on their next attack roll made this round.
Serpent
Category: Hunter Spirit
Passive:
Gain +F to resist poison.
Invoke — Serpent Strike:
The Animist’s next melee attack deals +F damage. On a hit, make a +F poison attack that causes –F to all strength-based skill checks and attacks for F rounds.
Ancestor Spirit
Category: Wisdom Spirit
Passive:
Gain +F to Occultism or Influence checks involving tradition, culture, or spiritual matters.
Invoke — Ancestor’s Counsel:
Ask one question about a creature, place, or event. The GM provides a truthful clue or symbolic insight.
Bone Reader
Category: Wisdom Spirit
Passive:
Gain +F to Medicine checks.
Invoke — Spirit Diagnosis:
Instantly determine whether a creature within 10 feet is:
- diseased
- poisoned
- cursed
- possessed
Memory Keeper
Category: Wisdom Spirit
Passive:
Gain +F to one category of knowledge checks (varies by spirit).
Invoke — Borrowed Memory:
Gain +1 Edge for one knowledge check this round of the spirit's focus.
Stag
Category: Vessel Spirit
Passive:
Gain +F to Athletics checks involving movement.
Invoke — Spirit of the Stag:
For F minutes, gain:
+10 walk speed / +2 Combat speed
+F to balance or jumping checks
Seraph Moth
Category: Vessel Spirit
Passive:
Gain +F to checks resisting enchantments or mental influence.
Invoke — Spirit Illumination:
For F rounds, the Animist radiates faint spirit-light in a 20-foot radius, revealing invisible spirits and illusions.
Storm Crow
Category: Vessel Spirit
Passive:
Gain +F to weather-related survival checks.
Invoke — Tempest Voice:
For F rounds, the Animist’s voice carries unnaturally far. They gain:
+F to Influence checks involving intimidation or command
the ability to shout orders clearly within 100 feet
Druid
Druids are protectors of nature and sometimes devoted to deities of natural elements or powerful earth spirits. Druidic religions promote connection, balance, and reverence for the natural world. Druids are friends with birds and beasts and consider trees to be sacred. They live in harmony with the environment and are known for creating natural remedies and medicines. Powerful druids are gifted with the ability to change their own form into natural creatures. Druids can be found anywhere in nature, and they usually belong to a druidic order where they received their secret training. Druidic orders can have various goals, but their primary goal is to protect nature from exploitation or destruction. Druids frequently live alone in the area that they guard, but orders have regular meetings and holidays when they gather to celebrate or have council. Some druids stray farther afield, choosing to act as wandering protectors instead of staying in a specific location.
Class Details
Ability Score Requirements: Intelligence 12+ and Wisdom 12+.
Class Skills and proficiencies: Handle Animal +5 (whispering), Knowledge Nature +5 (animals-land, birds & fliers, plants & trees, the land), Spellcraft +5 (natural spell), Survival +5 (foraging).
Class Ability: Animal Friend, Druidic, Ethos, Shape changing, Study Form
Animal Friend
Unless under external influence or duress, natural animals will not attack a druid in their home terrain unless the druid is in the company of others who are threatening them, or who have already harmed them.
Druidic
As part of their training, druids learn a secret language known only to druids. Druidic is an ancient language that allows them to attempt to speak with nature and animals and to secretly communicate with other druids. When making whisper checks to calm animals, they always gain an edge when using druidic. Druids can also ask simple questions, and by listening to animal speech they are able to infer answers to their questions. Druidic is a bonus linguistics proficiency and should be recorded as a language.
Ferocity
Druids have a Ferocity Level equal to one per 5 ranks in Nature Knowledge.
Home Terrain
Druids began play intimately familiar with their home terrain. This selection should directly correlate to where they currently live, were raised or most recently came from. A druid can choose from Canyons/Valleys, Caves, Deserts, Forests, Glaciers, Hills, Marshes, Mountains, Oceans, Plains, Rivers, Swamps, and Tundra.
While in their home terrain, druids gain bonus Edge equal to their Ferocity on all Nature checks related to the land, flora or fauna, Survival checks and on any stealth checks to hide or conceal their own tracks.
Whenever a druid increases their Ferocity, through the course of play they can add a new home terrain to their list. It should be a home terrain that they have visited or are currently in. If there isn’t an available option, they can add the new terrain when the situation arises.
High Magic
Druids are practitioners of High Magic. Unlike the more limited Low Magic (also known as Folk Magic), when Druids gain a rank in Spellcraft, they do not learn a single spell but instead they learn a list of related spells. As a Magician increases their Force level, they can then cast equally higher-level spells from their list. They gain access to these higher-level spells automatically, learning the list grants access to all spells on the list over time.
Druids select their spells from any available spell lists, but players should consult with their GM before play to discuss potential availability restrictions. A magician begins play knowing a number of spell lists equal to their ranks in Spellcraft.
Shape changing
Druids are given the secret of transforming into the shape of a natural creature, specifically a bird, mammal, or reptile. Druids can change into a number of different animals equal to their Ferocity, but the size of the animal chosen is restricted by their level. Once an animal form is selected, the choice is permanent.
At 1st level a druid can change into a natural animal the same size category as they are. When consulting the bestiary, creatures have a “size”, which is a general description of how large they are. You should have filled out your character’s size from the height chart.
This will be used to determine what relative-sized creatures a druid can change in to.
Changing forms takes a combined action to complete and costs one Power; a druid cannot change forms if they are exhausted. When in their new form the druid retains all of their same abilities scores, only modifying strength and dexterity by size category. While in the new form, the druid does acquire any special abilities and movement speeds of the animal, along with any natural armor class bonuses. They retains their attack score, but if the animal has any natural attacks such as claws or a bite, they can utilize those. A druid can change into or out of one of their Forms as a combined action; once they has mastered additional forms, they can transition directly from one to another. If a druid goes to sleep, is knocked unconscious or slain they reverts to their natural form.
When their Ferocity reaches 2, a druid can learn a form of an animal one size category larger or smaller than their own, and at 3 Ferocity they can learn the form of an animal two size categories larger or smaller than their own. In all cases, a druid can only shape change into an animal that they has mastered the form of. When they changes shape, anything worn or carried vanishes and becomes “part” of him as long as it is three loads or less. Any excess beyond that is dropped at their feet. A druid cannot shape change while wearing metal armor.
A druid’s Health Points are modified by the size of the creature they changes in to and they always increase or decrease as a percentage of their current health; for example, if they is a medium creature with 20 Health Points, and changes into a large creature they double to become 40. If they gets injured and takes 4 points of damage, bringing him down to 36, and they then changes back to their human shape, they will divide the 36/2 and be at 18. It works the same growing smaller; if they becomes a small creature, their Health Points would divide by two and become 10. If they took five points of damage and changed back, they would double their current 5 Health Points and revert to 10 Health Points at Medium size.
Unlike other spell casters who transform into beasts, druids are always able to speak normally, albeit with distinctive voices as befitting the form they are in.
Study Form
As a combined action, a druid can concentrate on a creature that they can see clearly within fifty feet. They immediately gains insight into the nature of the creature and learns about one of its abilities. If the creature is a natural creature, this might be information about its vision, diet, habitat, offensive or defensive abilities, venom, etc. If the creature is a magical beast, they could learn any of the same, or if it has a supernatural power, it could be revealed to him at the Gamemaster’s discretion. If the character has an unused slot out of their available forms, they could add the studied creature to their repertoire. In either case, the player should maintain a list of studied creatures. If they studies the same type of creature on another day, they can gain an additional insight into its nature.
Magician
Known by many names, such as Illusionists, Mesmerists, Wizards or Witches, the defining aspect of any Magician is that they have learned how to alter the world around them with magic.
Magicians spend years studying texts and learning the precise words and forms needed to draw mana into their bodies and then mold it to their will. Magicians can rain balls of fire down upon their foes, confound minds, enchant items, heal wounds, or even raise the dead to serve them. Each magician walks their own path, and the spells they wield often influence the monikers they go by, but few magicians are ever truly alike.
Class Details
Ability Score Requirements: Intelligence 14+
Class Skills and proficiencies: Arcane Knowledge +5 (symbology), Linguistics +5 (read runes, translation), Spellcraft +5, Perception +5 (arcane sight), plus six skill ranks to be placed in six different skills, not including the four class skills, and six additional proficiencies in any skill with at least one rank.
Class Ability: Apprentice grimoire, Force, Spell Parry, Imbue Spirit, Mana Blast
Apprentice grimoire
The character begins with a spell book containing numerous spells, most likely a book that they were given to by their master or school, but this can vary depending upon the character’s background.
Magicians start play knowing one spell list per rank in spellcraft; all of the spells for each list are inscribed in their grimoire, along with 4 additional lists that they have not yet learned. The Player and Gamemaster should work together to agree upon the contents of their grimoire.
Force
Magicians have a Force Level equal to 1 per 5 ranks in Spellcraft. A Magician's Force is the highest level of spell they can cast, including lower-level spells that have been scaled up, and acts as a modifier to many spell effects.
High Magic
Magicians are practitioners of High Magic. Unlike the more limited Low Magic (also known as Folk Magic), when Magicians gain a rank in Spellcraft, they do not learn a single spell but instead they learn a list of related spells. As a Magician increases their Force level, they can then cast equally higher-level spells from their list. They gain access to these higher-level spells automatically, learning the list grants access to all spells on the list over time.
Magicians select their spells from any available spell lists, but players should consult with their GM before play to discuss potential availability restrictions. A magician begins play knowing a number of spell lists equal to their ranks in Spellcraft.
Personal Sigil
All Magicians, in order to cast spells higher than 1st level, must create their personal sigil. The ritual to create a sigil is taught by whomever the caster learned from. Sigils create a link between the caster and the world around them, almost like a magic tether through which they absorb mana.
1. Create Sigil - Sigils are symbols resembling complex brands; they are not runic letters, nor are they strictly speaking pictures, although stylistically some resemble pictures as if drawn using calligraphy. In the world of magic, sigils are a magic user's heraldic symbol that they can use to identify their works. Each spell caster can create a unique sigil that belongs only to them. If they attempt to use another caster's sigil, intentionally or not, the spell fails. This is one of the laws of magic, and simply cannot be explained. In order to create a sigil, the caster must artistically render their unique personal sigil, in their own hand, using a medium of their choice on a flat surface.
Once complete, the caster performs the ritual casting of this spell, and for an hour they chant and meditate on their sigil, embedding the image deep into their consciousness. When this ritual completes, the caster must be touching the sigil with one hand, and a smooth spot on their body with their other. The sigil is transformed into energy and erased from the surface, and then is magically branded into their skin permanently. If that portion of their body is ever removed, the caster loses the ability to cast any spells greater than 1st level and they can never cast this ritual again. Target: Self, Ritual, Duration: Permanent.
Casting Spells
The rules for casting spells are detailed in Magic Chapter. Magicians can cast any number of spells per day limited only by their current Magic. Each spell that they cast reduces their Magic by one, regardless of the level of the spell. If a Magician is at zero (or less Magic), they are not able to cast any more spells until they rest. 
Spell Parry
As a reaction a magician can parry a directed spell cast at them as long as they have at least an equal or greater amount of Mana as the level of the incoming spell and they are holding a spell focus item in hand. The magician adds their spell parry bonus to their Defense Bonus, which is equal to one per 2 ranks in spellcraft. A magician can parry a number of spells per round equal to their Force.
Enchanting
As part of their training, magicians learn the secret of siphoning off part of their own spirit to enchant magic items. See Crafting Magic Items.
Priest
Priests are mortals who have devoted themselves to the service of a god and have been anointed as that deity’s agent in the world. While many serve within temples as healers, scholars, or spiritual leaders, others travel abroad carrying the will of their god beyond the walls of any shrine.
Priests study magic as other spellcasters do, but their authority comes from divine favor. Through faith and devotion, they are granted the ability to perform blessings and miracles, acting as intermediaries between mortals and the gods they serve.
Priests are as diverse as the gods themselves—some revered as saints and healers, others feared as judges, prophets, or harbingers of divine wrath.
Class Details
Ability Score Requirements: Charisma 12+, Intelligence 12+, Wisdom 12+.
Class Skills and proficiencies: Influence+5(diplomacy, leadership), Occultism Knowledge+5(religions), Perform+5(public speaking), spellcraft 5, plus six skill ranks to be placed in six different skills, not including the four class skills, and four additional proficiencies in any skill with at least one rank.
Class Ability: Divine Aura, Faith, High Magic, Miracles, Sacred Authority
Divine Aura
As an agent of the divine, a Priest is imbued with a small amount of divine energy. This energy causes the Priest to imperceptibly radiate with an aura. This aura can be seen by someone with arcane sight, otherwise it may cause feelings of comfort or discomfort to others around the Priest, depending on how they feel towards the gods. As a Priest’s Faith grows, their aura strengthens and becomes more visible. Faith of two is visible up close to the untrained eye in darkness; at three someone could glimpse it in dim light or in the right background. At four it becomes a faint nimbus, still mostly obscured in bright light. At five it is visible all of the time and increases out from there.
Creatures with supernatural senses (Arcane Sight, Spirit Sight, etc.) can automatically detect the presence of a Priest within 20 feet.
Faith
Faith represents the strength of a priest’s devotion and their ability to channel divine power.
A priest’s Faith is equal to 1 per 5 ranks in Occultism (Religion).
Faith determines:
• the highest level of spell the priest can cast
• which Miracles they are able to perform
• the strength of certain miracle effects
Faith is not a resource and is never spent.
High Magic
Priests are practitioners of High Magic. Unlike the more limited Low Magic (also known as Folk Magic), when Priests gain a rank in Spellcraft, they do not learn a single spell but instead they learn a list of related spells. As a Priest increases their Faith, they can then cast equally higher-level spells from their list. They gain access to these higher-level spells automatically, learning the list grants access to all spells on the list over time.
Priests select their spells from any available spell lists, but players should consult with their GM before play to discuss potential availability restrictions. A Priest begins play knowing a number of spell lists equal to their ranks in Spellcraft.
Casting Spells
The rules for casting spells are detailed in Magic Chapter. Priests can cast any number of spells per day limited only by their current Magic. Each spell that they cast reduces their Magic by one, regardless of the level of the spell. If a Priest is at zero (or less Magic), they cannot cast any more spells until they rest. Instead of a wand or staff, Priests use a holy symbol of their deity as their spell focus and must hold and present their focus the same way a Magician wields their wand.
Sacred Authority
Add Faith to Influence checks when invoking religious authority, performing rites, delivering sermons, or commanding members of the priest’s faith.
Bonus Starting Equipment
Priests start with their prayer book, cloak, and their holy symbol. Priests of Kyrgan also start with a simple set of scales.
Domain Blessings
Each god has three domains of influence which define the gods' ideals and how they interact with the world. Priests gain one unique blessing for each of the three domains that their god is associated with. Domain blessings come in two types, anointing blessings or action blessings. For anointing blessings, as a combined action a Priest can anoint a person with prepared oil and invoke the name of their god and bestow a blessing upon them. Anointing expends one use of oil and one Power (see starting equipment below). Priests are expected to be judicious in their blessings; if blessings are bestowed upon the unworthy the god invoked may be displeased and refuse to allow the Priest to channel their blessings and miracles until they have atoned. Action blessings do not require oil but do expend one power and are more dynamic forms of influence on the world. These include various attacks, defenses, enhancements or reactions.
Miracles
In addition to Domain Blessings, Priests are granted one unique divine power by the gods they serve. These powers are known as Miracles.
Each Miracle costs 5 Power to activate, and unless specified otherwise can only be invoked once per day. Miracles are not spells and cannot be countered or dispelled like normal magic unless specifically stated.
If for some reason a Priest is in a state of disfavor with their god, they may not be able to perform their blessings or miracles. Situations such as this would come up in play and be adjudicated by the Gamemaster. See Miracles below.
Miracles
Seer
Seers are unique in that no one chooses to walk the path of a seer, it is one that they are born into. Marked at birth by signs or portents, all seers bear a strange, sometimes disturbing birthmark. Throughout childhood, seers must learn how to cope with the curse they bear and the gift of “The Sight”. Feared, distrusted, and excluded by some, sought out for their unique gifts by others, seers often find their place at the edges of society as outcasts, or they find their own family of misfits to belong to. Drawn to magic like a moth to a flame, most seers gain their training through apprenticeship instead of universities.
This is an advanced class
Seers are best used in campaigns where prophecy, mystery, omens, and fate are central themes. They require additional work from the Gamemaster and are not recommended for every campaign. Before selecting the Seer class work with your Gamemaster to see if they are comfortable with the additional load this class requires of them.
Class Details
Ability Score Requirements: Intelligence 14+, Wisdom 12+
Class Skills: General Knowledge +5 (history), Occultism Knowledge +5 (soothsaying), Spellcraft +5 and Perception +5 (arcane sight, sense motive), plus six skill ranks to be placed in six different skills, not including the four class skills, and four additional proficiencies in any skill with at least one rank.
Class Ability: High Magic, Seer's Curse, Arcane sight, Foresight, Forewarning, Intuition, Prophecy
Seer’s Curse: Each seer is born with a curse which manifests as a physical or mental defect. The curse can be severely hampering and most of them draw attention to the seer as being ‘different’. Select one of the curses listed below. The seer’s curse is the price they pay for the gift of being chosen.
High Magic
Seers are practitioners of High Magic. Unlike the more limited Low Magic (also known as Folk Magic), when Seers gain a rank in Spellcraft, they do not learn a single spell but instead they learn a list of related spells. As a Magician increases their Force level, they can then cast equally higher-level spells from their list. They gain access to these higher-level spells automatically, learning the list grants access to all spells on the list over time.
Seers select their spells from any available spell lists, but players should consult with their GM before play to discuss potential availability restrictions. A magician begins play knowing a number of spell lists equal to their ranks in Spellcraft.
Arcane Sight
Seers are naturally good at using their arcane sight and always gain an edge on these checks.
Foresight
Seers have a Foresight score equal one per five ranks in Occultism.
Seers can cast spell levels that are equal or less than their Foresight score.
Forewarning
Seers often gain visions of events moments before they happen. As a Reaction, seer can spend one power to grant an ally within Close Range (25’) an immediate free reaction to the triggering event. This could be a reaction to anything, from being attacked, thus gaining the opportunity to parry or dodge, or to avoid a trap by gaining a reaction to leap out of the way.
Intuition
Seers have supernatural intuition. A seer’s intuition is different from prophecy; it is a constant whisper of voices in their ears, a flicker of shadows at the edge of their sight, a tingle of hairs on the back of their neck or feelings of electricity when touching objects or people. A seer’s intuition is less about control and more about experience.
By spending one Power and taking a combined action, a seer uses their intuition while touching a person, place, or object to gain information about it. The seer rolls their arcane sight to see if they get a reading.
On a roll of 10 or greater, they learn a piece of information about the person, place, or item’s past.
On 15 or higher, they learn a second piece of information, potentially obscure if that exists.
On a critical success the seer has a sudden, intense vision related to the person, place, or item. The Gamemaster should use creative license, providing a flash of insight related to the plot. The seer might see who owned the item last, they might get a vision of a crime or event that took place, or they might learn a deep secret about the person they are touching. Only one check per target can be made per day.
A seer’s Intuition may also trigger passively at the GM’s discretion. A seer has no control over this, and it is up to the Gamemaster to use this ability to provide information and distractions. At any point when a seer encounters something significant, the Gamemaster may, at their discretion, secretly roll for a reading and spontaneously provide a brief sensory insight to the seer. This can come in many forms. Some examples can include walking into a place where there was a recent murder, and the seer could get a vision about it. They could brush against a person in a crowd and have an ice-cold feeling that might lead them to believe something ill about that person. They might smell something burning from a fire that does not exist but might have caused harm in the past. The visions should all be tied to strong emotions, but not necessarily bad ones.
Prophecy
Seers have the gift of prophecy, which is what many seek when they go looking for a seer. What most people do not understand is that the gift of prophecy is not something the seer controls. If a significant event is about to happen a seer might experience a prophecy. When this occurs, the seer will spontaneously go into a trance and begin speaking the prophecy. This trance will last as long as needed to state the prophecy. The prophecy may not be entirely clear, but there should be enough information to puzzle it out though there may also be ambiguity. Once the prophecy is spoken, the seer will come out of the trance, unaware of what just happened other than feeling momentarily disoriented. The seer will have no memory of what they just said.
Prophecy is rare and should not occur more than once per major story arc unless the Gamemaster desires otherwise.
Seer Curses
Ailing: The character has a weak immune system and is vulnerable to sickness and disease. Disease attacks always gain +5 Edge against the seer. Once per week the character must roll a conditioning check against DC10. Failure results in the character coming down with a cold, or food poisoning or rash or some other nuisance that results in the character gaining one point of persistent fatigue for 1d3 days.
Cataracts: The character developed cataracts at a young age which resulted in cloudy vision. Always lose an edge on perception checks to notice anything beyond thirty feet and the character is functionally night-blind, meaning without a light source at night the character cannot see more than ten feet in low light. By focusing more on their hearing, the character always gains an edge when making perception checks to listen.
Cleft / Club hand: The character was born with a physical deformity rendering one hand functionally useless for performing any activity that requires precision, such as writing or crafting. It is possible to strap on a shield but not wield a weapon in that hand without a special prosthetic. This does not affect spell casting. If an activity requires two hands to do, then the character loses an edge trying to accomplish the task.
Club foot: The character was born with a physical deformity on one foot, causing the foot to ‘roll over’ or be twisted to the side. This impedes the character’s movement, reducing their base movement rate by 5’, and they lose an edge on any athletics skill that requires quick foot movement such as acrobatics.
Deafened: The character is partially deaf in both ears, making it difficult to hear low noises more than ten feet away and to understand speech unless they is able to read the speaker’s lips. They always loses an edge on perception checks related to hearing, but if they takes the lip-reading proficiency, they always makes lip reading checks with a bonus edge.
Feeble: The character is feeble and weak, but their mind is razor sharp. -5 to strength after stat allocation. A number of times per day equal to their intelligence ability score bonus they can attempt to recall information and make a knowledge check in any knowledge skill at +1 edge.
Forgettable: The seer is completely forgettable. Any person that the seer interacts with only in passing will forget the character’s name and face within minutes of the character leaving, and within ten minutes they will forget that they interacted with the character at all. Only people that the seer spends at least half of their time with every day can recall him, but if a few days pass even they will start to forget the character. A seer can establish a bond with a number of people equal to their influence skill that they personally thinks about regularly; these people are able to recall the seer, but they can choose to let this lapse. This makes day-to-day living very difficult, as the seer perpetually lives with people who see him as a stranger.
Frail: The seer’s body is
frail and breakable. Even small injuries can lead to bruises and impacts and falls often break bones. They always takes 50% more damage from falls and crushing damage, and wounds from either result in a broken bone.
Haunted: The seer is haunted by a spirit. The nature of the spirit can be determined jointly by the Gamemaster and player, but it can be someone that the seer knew that died, an ancestor, someone who died in the house they lives in, or anything that can be thought up. The spirit shows up regularly and is only visible to the seer; it always follows him and is only occasionally helpful. It might warn him of danger moments before it happens, or mention something going on nearby, or comment on other spirits in the area, but generally it can be a distracting voice when the seer is trying to do something that requires concentration. This can result in the character losing an edge while trying to achieve any task that requires a degree of concentration (such as picking a lock or deciphering runes or influence another person). The spirit can also be used by the Gamemaster as a mechanism for providing hints or clues on occasion as they sees fit.
Hunch back: The seer has a significantly hunched back which impairs their physical activities and breathing. Conditioning checks are at minus one Edge due to running out of breath frequently.
Mute: The character has a psychological impairment resulting in selective mutism. They simply cannot speak at all around most people, and their primary method of communication may be in the form of gestures or sign language. The character is able to form attachments to a couple of people that they has become completely comfortable with and is able to speak situationally with them if no one else is present. The character can form a number of such attachments equal to their influence skill.
Nightmares: The character suffers from chronic nightmares. Every night there is a 50% chance that their sleep will be disrupted by powerful and disturbing dreams, frequently waking him up. On days following such a night the character is mentally fatigued and loses an edge on all checks modified by intelligence.
Possessed: The character is possessed by a spirit, the nature of which should be determined by the Gamemaster and player together. Every time the character is in danger there is a 50% chance that the spirit will try to take control. The character must make a DC15 discipline check to maintain control of their body, if successful the spirit is forced back at least until the next day. If the character fails, the spirit takes control and may have its own interests and agenda which should be determined before play begins. The player should still play their character acting as the spirit. Other characters and friends of the character can attempt to coax the character to fight back the spirit and regain control, aiding him. A new check can be made every ten minutes.
Seizures: The character randomly suffers from seizures. Seizures are triggered any time the character rolls a natural 1 no matter what the situation. The character will fall prone, suffering 1 damage if no one is next to him to catch him, and then proceed to shake on the ground for 2d6 rounds, after which they will come to their senses, but they will gain one fatigue. A character will not have more than one seizure per day.
Rogues
Rogues are a jack of all trades, only mastering the art of staying one foot ahead of danger, knowing when to be the center of attention and when to creep in the shadows. Rogues usually gain their training from a life on the streets and the school of hard knocks, growing up seeing the world as a place that owes them a favor. Rogues fill many roles, from clever con men to gamblers, explorers, beggars, or thieves. Rogues can be performers, pirates, or even politicians. Whatever path they walk, their commonality lies in staying out of the path of harm and getting what is owed to them.
Acrobat
Acrobats are masters of balance, momentum, and daring movement. They tumble through combat, leap over obstacles, and perform feats that seem impossible to ordinary people. Some are circus performers or entertainers, others are daring thieves, duelists, or scouts who rely on speed and agility instead of armor.
Where other warriors rely on strength or discipline, acrobats rely on motion.
Class Details
Ability Score Requirements: Wisdom and Dexterity 12+
Class Skills: Athletics +5, General Knowledge +5, Influence +5, Perception +5, plus six skill ranks to be placed in six different skills, not including the four class skills, and ten additional proficiencies in any skill with at least one rank.
Class abilities: Evasion, Flair, Kip Up, Pole fighting, Slow fall
Flair
Acrobats have a Flair score equal 1 per 5 ranks in Athletics. Flair can increase an Acrobats Defense Bonus or Damage and can be used to augment their combat speed or avoid damaging blows. Acrobats wearing no armor or cloth armor can take a single Flair action per combat round. In addition to the listed Flair actions, once per round, the acrobat may perform a small acrobatic maneuver as part of their base movement when wearing cloth armor or less:
Examples:
- vault over a low obstacle
- swing around a pole or rail
- slide under a table
- leap onto higher ground within 1 space
- kip up from a prone position
These movements do not provoke reactions.
Pole fighting
Acrobat’s master using quarterstaffs as both balancing poles and weapons. Acrobats treat Quarterstaffs as Fast DEX weapons and add their Flair to Athletics checks when balancing while holding their staff.
Acrobatic Attack [Flair Action]
If the acrobat moves at least 2 spaces before attacking, they gain +Flair to the attack roll. This bonus applies only once per round.
Acrobatic Speed [Flair Action]
As a Flair action, the acrobat increases their move speed for the round by their Flair, which would descriptively include an acrobatic maneuver as part of the move. This only increases their base move, not additional move actions. Alternatively, an acrobat can use their Flair as a reaction to move up to a number of spaces equal to their Flair. 
Daredevil
Acrobats thrive on risky maneuvers.
If the acrobat performs a difficult stunt (swinging from ropes, vaulting tables, leaping from heights, etc.) and succeeds on the Acrobatics check, they gain +1 Edge on their next action performed within a number of rounds equal to their Flair. This can result in a chain of risky maneuvers. The stunt must involve actual movement or risk. GM adjudicated.
Entertainer
Acrobats gain +Flair to Performance checks involving acrobatics, tumbling, balance, juggling, or stunt displays.
They can earn money, distract crowds, or impress audiences with physical feats.
During a performance, the acrobat may also:
- draw attention away from allies
- create opportunities for pickpockets or infiltration
- delay or stall a hostile crowd
Graceful Landing [Flair Action]
Acrobats excel at leaping safely from high places. Acrobats always gain a number of Edge equal to their Flair when rolling athletics checks to reduce falling damage.
Impossible Movement
Acrobats can move through spaces others cannot.
The acrobat may:
- Move through enemy spaces during movement if they succeed on an Acrobatics check against the opponent's DB. Doing so automatically triggers the Acrobatic Attack bonus.
- Pass through narrow gaps, furniture, railings, tables, or crowds without penalty
- Treat difficult terrain caused by obstacles or clutter as normal terrain
The Acrobatics DL is determined by the obstacle or opponent.
Brawler
Brawlers are rogues that have trained to use their bodies as a weapon in brutal, unconventional ways. Brawlers often combine a variety of hand-to-hand combat actions and switch between them with ease. They will also just as easily attack their foes with whatever is available, be it a bar stool, lead pipe or dagger. Brawlers represent many types of combatants, from boxers, wrestlers to mixed martial artists. Rarely found in military units, they fill roles such as bouncers, bodyguards, goons, pit fighters and street toughs.
Class Details
Ability Score Requirements: Wisdom and Dexterity 12+
Class Skills: Combat +5, General Knowledge +5, Influence +5, Perception +5, plus six skill ranks to be placed in six different skills, not including the four class skills, and ten additional proficiencies in any skill with at least one rank
Class abilities: Fury, Advanced combat style, Closer, Duck and Weave, Flurry of Attacks, Focused Fury, Grappling Strike
Fury
Brawlers have a Fury score equal to 1 per 5 ranks in Combat.
Advanced Combat Style
A brawler starts with a combat style, which represents their formal training in martial combat. To represent this, brawlers start with five bonus combat actions, in addition to each one gained for ranks in combat. This means a brawler gains five combat actions for their class skill ranks, plus five additional ones, plus any from their background skill ranks.
All of the combat actions selected must be hand-to-hand moves (punching, kicking or general maneuvers) and not weapon moves.
Closer
Brawlers prefer combat that is up close and personal. While wearing cloth armor or no armor Brawlers gain a number of Edge equal to their Fury on their checks to move past their opponent’s guard and into close combat.
Duck and Weave
Brawlers excel at moving through combat, quickly engaging, and disengaging to keep their foes off balance. While wearing light armor or no armor a brawler can use a single point of movement instead of two to engage or disengage. They can do this a number of times per turn equal to their Fury.
Flurry of Attacks
Brawlers specialize in using their body as a weapon and can combine strikes with whatever they are wielding in conjunction with elbows, knees, fists, or feet. As a combined action, an unarmored or lightly armored Brawler can make one attack, plus a number of additional attacks equal to their Fury score. If holding a single weapon, only one of the attacks can be with the weapon; each additional attack must be alternating kicks and punches. Flurry of Attacks costs one Fatigue and cannot be perform if the Brawler is Exhausted.
Focused Fury
An unarmored or lightly armored brawler that makes two attacks against one target in the same round and hits with both attacks adds their Fury to the second attack damage. 
For example, a Brawler with a Fury of 2 attacks an opponent. If they had a cudgel and hit for four damage, then followed that that with a kick for two damage, they would then add another +2 to the kick damage.
Grappling Strike
When in control of a grapple, Brawlers add their Fury to attacks against the grappled opponent. 
Scout
Scouts are rogues who prefer to use their talents out in the wild. They are not naturalists, but instead focus on tracking quarry, gathering information, and evading pursuit. Scouts can act as local guides, boat pilots, vanguards for military units, or even spies.
Class Details
Ability Score Requirements: Wisdom and Dexterity 12+
Class Skills: Nature Knowledge +5, Perception +5, Subterfuge +5 (ambush, stealth), Survival +5 (Camouflage, Orienteering, Read Tracks), plus six skill ranks to be placed in six different skills, not including the four class skills, and five additional proficiencies in any skill with at least one rank
Class abilities: Finding, Camouflage, Familiar Terrain, Swift Tracking, Tireless Stride, Quarry
Finding
Scouts have a Finding score equal to 1 per 5 ranks in Survival. This is used to modify other Scout abilities. 
Ambusher
Scouts are ambush attackers. When attacking from concealment Scouts can move a number of spaces up to their Finding without detection and add their Finding to their subterfuge ranks for modifying the attack roll. 
Camouflage
Scouts excel at concealing themselves in the environs and always gain Edge equal to their Finding score on camouflage checks as they have mastered the art of stillness and blending into the background.
Familiar Terrain
Scouts that take knowledge proficiencies in specific contained regions, such as a particular forest, a stretch of river or even a named swamp (at the GM’s discretion) add their Finding score to Perception (alertness, detect traps, direction sense & surveillance) and Survival checks (orienteering, stalking) while within that region.
Swift Tracking
At 5th level, a scout can track a creature their own size or larger and move at their base pace. They would still divide their speed by half for the next size category down, and so on.
Tireless stride
While unarmored or wearing cloth or leather armor, scouts increase the time increment by 1 for Light, Moderate, and Heavy travel speeds. For example, a Scout can move at a Fast Travel speed for 2 hours instead of 1 before taking a point of Fatigue.
Quarry
A scout that has an opportunity to observe the movements of a specific person or creature for at least a minute can make a DL10 Perception check to mentally “mark” the creature. A scout can mark a number of creatures equal to their Finding score at any one time. The scout carefully observers the creatures’ movements and gait, and in the future can track their quarry with bonus equal to their Finding score. A scout can “forget” a quarry at the time of memorizing a new one.
Sneak
Sneaks are rogues who prefer to stay in the shadows, focusing their skills on the arts of subterfuge. Sneaks can be cut-purses, thieves, burglars, or any other specialist in larceny.
Class Details
Ability Score Requirements: Wisdom and Dexterity 12+
Class Skills: General Knowledge +5, Influence +5, Perception +5 (Read Emotions, Appraise), Subterfuge +5 (Sleight of hand, Pick Pocket), plus six skill ranks to be placed in six different skills, not including the four class skills, and six additional proficiencies in any skill with at least one rank
Class abilities: Appraise, Evasion, Heightened Senses, Stealthy, Sticky Fingers, Study Mark
Filch
Sneaks have a Filch score of 1 per 5 ranks in Subterfuge. This is used as a modifier to some of their abilities.
Appraise
Sneaks have a keen eye for valuables. As an action, a sneak can quickly appraise all of the valuables in view within ten feet and determine what the most valuable item is. This does not include items with a concealed nature (magically or otherwise) to hide their value. The DL for this check is 10+ the number of items within view being appraised. A sneak gains a number of Edge equal to their Filch score on this check.
Evasion
Sneaks excel at leaping out of the way of danger; whenever they use a reaction to dodge out of a blast or dive for cover, they can double their dodge score. This only applies to area / line attacks, not direct attacks.
Heightened Senses
Sneaks are exceedingly difficult to surprise, as they are always on alert. Sneaks always gain an edge to detect a surprise attack, and in the case that they do detect a surprise attack they gain an edge on initiative. This only applies when someone tries to surprise them.
Stealthy
Sneaks train for years in the art of stealth and leaving no trace. A sneak can re-roll stealth checks a number of times per day equal to their Filch score.
Sticky Fingers
A number of times per day equal to their Filch, a Sneak may gain +1 Edge to a Pick Lock, Pick Pocket, or Sleight of Hand check.
Study Mark
Sneaks excel at sizing-up their marks. As an action, a Sneak can make a read emotions check on a character within eyesight that they can see clearly. The DL is 10+ the level of the mark. On a success, the sneak determines the level and class of the mark. Additionally, the Sneak adds their Filch score to all future Influence and Subterfuge checks made against the mark unless they fail a check against them, at which point the bonus is lost.
On a near success, they learn the level or the class of their mark, their choice, and do not gain the Filch bonus against the mark. This can only be performed once per person. The sneak should maintain a list of successful and failed marks. Upon gaining a level, a sneak can then re-attempt any previously failed mark checks.
Swashbuckler
Swashbucklers are rogues who relish danger and witty repartee. Quick with their blade and their wits, they taunt their foes while moving with grace and speed on the battlefield, deck, or dance floor.
Class Details
Ability Score Requirements: Wisdom and Dexterity 12+
Class Skills: Combat +5 (One-handed Blades, Armor Use), General Knowledge +5 (Etiquette), Influence +5 (Diplomacy, Fast Talk), Perception +5 (Read Emotions), plus six skill ranks to be placed in six different skills, not including the four class skills, and four additional proficiencies in any skill with at least one rank
Class abilities: Finesse, Flashing Blades, Fleet of Foot, Perfect Balance, Precision Strike, Quick Thinking, Stunning Retort
Finesse
Swashbucklers have a Finesse score equal to 1 per 5 ranks in Combat.
Flashing Blades
As a combined action, a Swashbuckler can attempt to intimidate an opponent within 30’ by performing a dazzling display of their weapon. The intimidate check is made with the Swashbucklers Combat skill. The Swashbuckler can only make one check per opponent per day.
Fleet of Foot
A swashbuckler can move through a number of spaces equal to their Finesse without provoking reaction attacks. This cannot be used to close within an opponent’s guard. This movement is still limited by the character’s combat speed.
Perfect Balance
Swashbucklers excel at maintaining their balance on uncertain terrain during combat. They always add their Finesse to any athletics checks during combat to stay on their feet, and they also add their Finesse to their Defense Bonus to avoid being tripped or tackled.
Precision Strike
When a swashbuckler scores a critical hit with a light, one-handed weapon, they can add their Finesse value to the total damage.
Quick Thinking
If a swashbuckler is not surprised and has their weapon out, they always add their Finesse to their initiative check. Alternatively, at 3rd level a Swashbuckler can shout out a warning to an unsurprised ally, granting them the bonus instead. As a third option, at 5th level, a swashbuckler can enable a number of allies equal to their Finesse to act in the surprise round if they are within 30’ of the swashbuckler (as long as the swashbuckler himself is not surprised).
Stunning Retort
A swashbuckler always adds their Finesse to their Charisma versus insults or intimidate checks. Anytime a foe fails their check against the swashbuckler, the swashbuckler can make a verbal retort adding their Finesse to the roll. This can be used to intimidate, humiliate, or draw attacks to him. If successful, they may immediately make a Reaction attack against the offender, gaining +F to the attack.
Troubadour
Troubadours are rogues who prefer the limelight to the shadows. Troubadours are entertainers, and are known for storytelling, poetry, playing instruments or singing. Troubadours can influence people with their performances, channeling magic with their songs to sooth emotions or incite violence, inspire their allies, or bring despair upon their foes.
Class Details
Ability Score Requirements: Wisdom and Dexterity 12+
Class Skills: General Knowledge +5, Influence +5, Perception +5, Perform +5 (one performance proficiency), plus six skill ranks to be placed in six different skills, not including the four class skills, and nine additional proficiencies in any skill with at least one rank
Class abilities: Flourish, Well-versed, Inspire Allies, Cause Despair, Counter-song, Captivating Performance, Influencing Performance
Flourish
A troubadour has a Flourish score equal to 1 per 5 ranks in Perform. The Flourish score affects the other Troubadour abilities.
Well-versed
A number of times per day equal to a troubadour’s Flourish, they can make a knowledge check on any knowledge skill with a bonus edge. This check is still modified by not having the skill but does stack with the proficiency.
Troubadour Performances
Below are various songs that a Troubadour may perform. Using a performance costs one Fatigue (applied after the performance ends). They can maintain any performance for up to one round per rank in perform that they has, after which time they can switch to a different performance or begin the same one anew. A Troubadour cannot begin a performance while Exhausted.
Inspire Allies (Performance)
As an action, a troubadour can inspire their allies to greatness through a performance. This performance must be both visible and audible and loud enough for all their allies to hear him, affecting all allies out to fifty feet in all directions. The performance can be played on an instrument, sung, or recited. All allies within range are inspired by the troubadour and gain a bonus to their attacks and skill checks equal to the Troubadour’s Flourish; this bonus will not stack with other troubadour performances. The troubadour can maintain their performance each round as an action, but if they is wounded, they must make a concentration check to continue. Once their performance stops, the effect lingers for a number of rounds equal to their Flourish score.
Cause Despair (Performance)
As Inspire Allies, the troubadour can cause all of their enemies within range to experience feelings of despair, although it does require a perform check. If the troubadour’s performance check is higher than a target’s Charisma score (vs Charm), the affected enemies are at a penalty to their attacks and skill checks equal to the Troubadours Flourish. Each time during the performance that an enemy is downed, all affected enemies must make morale checks, also penalized by the Troubadour’s Flourish. Unlike Inspire Allies, the effect ends on the turn that the troubadour ceases to perform. If two opposing troubadours are playing opposite songs (inspire versus despair), the effects counter each other out.
Counter-song (Performance)
A Troubadour can begin playing a counter-song to protect their allies from magical or mind-effecting powers that rely on sounds or song in their attack. All allies withing 30’ can add the Troubadour’s Flourish to their Intelligence to resist the attacks.
Captivating Song (Performance)
A Troubadour can begin a captivating song. They must make a perform check. Anyone within twenty feet of the troubadour, or who comes withing twenty feet of him during their performance, is affected by it unless they in danger, in combat, acting with a degree of urgency, or are otherwise hostile towards to troubadour. If the troubadour’s performance check is higher than a target’s Charisma (vs Charm), they will pause what they are doing to listen to their performance.
While captivated, all affected targets are at minus one edge to notice anything other than the troubadour. They can be shaken free of the effect by someone else as an action, after which time they will no longer be captivated. Anyone threatened or in danger will immediately break free of the effect.
Influencing Song (Performance)
A troubadour can begin an influencing performance. They must be able to perform for at least ten rounds, and they must have the attention of a single target of their performance (anyone else observing the performance is unaffected by the influencing component but will still potentially be entertained). They can perform longer than ten rounds if they has additional ranks in perform. At the end of their performance, they must then make a perform check, substituting for their Influence skill, with a DL based on the Influence check and their disposition. The performance itself should clearly communicate the desired goal.
Soothing Song (Performance)
A Troubadour can begin playing or singing a soothing song. A Troubadour can target a number of people or animals equal to their Flourish; the Troubadour makes a perform check against their Charisma (modified by disposition). Everyone that they succeeds on feels immediately calm and at peace, and will stop all hostile or angry actions, including combat, but they will defend themselves if still being attacked; if a target is injured after the effect starts, the effect on them is immediately broken. This effect lasts for as long as the Troubadour continues to perform, up to one round per rank in performance, and lingers for a number of rounds after they stops playing equal to their Flourish.
| Disposition DL Chart | ||
|---|---|---|
| DL | Disposition | Charisma Modifier |
| 5 | Loyal | -5 |
| 10 | Friendly | -0 |
| 15 | Indifferent | +5 |
| 20 | Unfriendly | +10 |
| 25 | Hostile | +15 |
Laymen
Laymen are all of the other, non-heroic characters in the world. Players should not select Laymen as their class, as this would be very disadvantageous. This class is included as a way to build out commoners, craftsman, and everyone else.
Class Details
Ability Score Requirements: None
Class Skills: Select one class skill and gain 5 ranks in it, plus nine skill ranks to be placed in nine different skills, not including the four class skills, and five additional proficiencies in any skill with at least one rank.
Class Ability: None

